Rules: Events are race to 2 matches and scored PSP style. All rule disputes not covered by Blitz rules sheet will be decided by the current PSP regulations. Additional rule sheets and any other additional instructions will be given out the day of the event
Captain's Meeting is at 8:30 am, all teams must have their team packets finished and turned in by the beginning of captain's meeting!
Event Prizes:
Gold, Silver and Bronze Medals that list your division will be given for 1st, 2nd and 3rd place.
Open class receives 70% of all entries split between 1st-3rd. Payouts have been as high as $1,400 for 1st.
Prizes are awarded to novice teams. Examples of past event prizes for rookies include , Markers, Loaders, HP Tanks, Masks, Jerseys.
Rookie receives medals, minor prizes like t-shirt's, hats exct. and a season trophy.

Blitz Season champion's for open and novice will receive the Blitz practice pass. giving your 7 players a 12 month pass for no entry, $5 ada , and $30 per case 1 case per visit.

Rules- Please read, there are several changes you need to be aware of.

2013 BLITZ TOURNAMENT RULES
3 Man/5 Man

We will use PSP 5 man rules for anything not covered by these rules, we encourage all players to read the PSP rule book. All Events will be a race to 2 match.

GAME FORMAT: Center Flag
No Coaching
Divisions: Open/Novice/Rookie

GAME TIME: 3 Man = 3 Min with 2 min break minimum
5 Man = 5 Min with 2 min break minimum
(4 teams will pit, as one game is played the other teams prepare, when a game is over you switch this allows for a 2 minute minimum break while constantly running games.)

SCORING: Race to 2 match winners receive match point
In the case of a tie’s in match points, winner will be determined by 1st- Who won head to head play. 2nd-Total flag hangs 3rd- opponent flag hangs 4th-Counted live players at the end of each point. If time runs out during the game, the more dominate team wins the game. However the hang is not awarded. An example is more live players, or a flag pull with the same players, and so on. In case of a perfect Tie game is struck from record and point is replayed.
FINALS: Top 4 or 6 teams depending on the number of brackets from each division will advance. Semi finals if needed consist of a sudden death race to 2 to determine team in finals. Finals will be Race to 2, sudden death to determine 1st through 4th.)

MISC.: Do not knock over or climb on bunkers. No dead man walks. If all players are not present team may play short or forfeit. Eliminated players don’t talk (May Yell HIT once.)

ELIMINATIONS: Player is hit (Marked with paint). Out of bounds. Inappropriate Language after warning. Player signals elimination. Dead man walks. Faulty check out (with an unobvious hit).

PLEASE FLIP OVER FOR PENALTIES

PENALTIES

Hot Gun : 300-325 1 game suspension , team may not substitute.
326+ 2 game suspension , team may not substitute
Ramping/Semi Auto:
4 game suspensions with no substitutions
1. Any gun marked Semi Auto, shooting 15 BPS that is ramping,
2. Any marker ramping over 12 BPS as well as Semi shooting over 15 BPS
2 game suspension with no substitutions for Shooting 15 BPS Semi without marked gun.

ONE FOR ONE : Playing on (with obvious, not easily verifiable hit).
Faulty check out (with obvious, not easily verifiable hit)
Freight training, talking after eliminated, disobeying Ref,
If Flag is hung, players not previously called out by ref must check out
or receive 1 for 1.

TWO FOR ONE: Playing on (with obvious hit)
Faulty check out (with obvious hit)

THREE FOR ONE: Wiping
Continuing play (shooting, maneuvering ect.) with the intent to
Alter game after Ref has called player out.

SUSPENSION’S: Players will be suspended 1-6 games or expulsion ,
Determined by severity of offense for physical contact, verbal abuse,
Unsportsmanlike conduct, or outburst’s (verbal or throwing equip).

ELEMINATION OF LAST PLAYER: Any assessment of a 1 for 1 , 2 for 1, or 3 for 1 penalty where there are not enough live players left on the field will result in the opposing team being awarded the hang.

FORFITURE: In case of forfeiture , forfeiting team receives 0 points and the other team receives game point. If team drops out of an event after playing all games the team played will be stricken.

UNOBVIOUS = Hit in the pack
OBVIOUS (not easily verifiable) = not easily seen while wearing a mask by player or players teammate.
OBVIOUS: ALL OTHER HITS (front, back, leg, foot, marker, loader, arms, hands ect).

The Autism Charity event participants will be awarded BCS points however it will not have the standard prize package. This is a charity event and all prizes are donated, and I'm sure it will have a very nice prize package. However, Entry fees will be for charity and not distributed to open class.

Rules: Events are race to 2 matches and scored PSP style. All rule disputes not covered by Blitz rules sheet will be decided by the current PSP regulations. Additional rule sheets and any other additional instructions will be given out the day of the event
Captain's Meeting is at 8:30 am, all teams must have their team packets finished and turned in by the beginning of captain's meeting!
Event Prizes:
Gold, Silver and Bronze Medals that list your division will be given for 1st, 2nd and 3rd place.
Open class receives 70% of all entries split between 1st-3rd. Payouts have been as high as $1,400 for 1st.
Prizes are awarded to novice teams. Examples of past event prizes for rookies include , Markers, Loaders, HP Tanks, Masks, Jerseys.
Rookie receives medals, minor prizes like t-shirt's, hats exct. and a season trophy.

Blitz Season champion's for open and novice will receive the Blitz practice pass. giving your 7 players a 12 month pass for no entry, $5 ada , and $30 per case 1 case per visit.

Rules- Please read, there are several changes you need to be aware of.

2013 BLITZ TOURNAMENT RULES
3 Man/5 Man

We will use PSP 5 man rules for anything not covered by these rules, we encourage all players to read the PSP rule book. All Events will be a race to 2 match.

GAME FORMAT: Center Flag
No Coaching
Divisions: Open/Novice/Rookie

GAME TIME: 3 Man = 3 Min with 2 min break minimum
5 Man = 5 Min with 2 min break minimum
(4 teams will pit, as one game is played the other teams prepare, when a game is over you switch this allows for a 2 minute minimum break while constantly running games.)

SCORING: Race to 2 match winners receive match point
In the case of a tie’s in match points, winner will be determined by 1st- Who won head to head play. 2nd-Total flag hangs 3rd- opponent flag hangs 4th-Counted live players at the end of each point. If time runs out during the game, the more dominate team wins the game. However the hang is not awarded. An example is more live players, or a flag pull with the same players, and so on. In case of a perfect Tie game is struck from record and point is replayed.
FINALS: Top 4 or 6 teams depending on the number of brackets from each division will advance. Semi finals if needed consist of a sudden death race to 2 to determine team in finals. Finals will be Race to 2, sudden death to determine 1st through 4th.)

MISC.: Do not knock over or climb on bunkers. No dead man walks. If all players are not present team may play short or forfeit. Eliminated players don’t talk (May Yell HIT once.)

ELIMINATIONS: Player is hit (Marked with paint). Out of bounds. Inappropriate Language after warning. Player signals elimination. Dead man walks. Faulty check out (with an unobvious hit).

PLEASE FLIP OVER FOR PENALTIES

PENALTIES

Hot Gun : 300-325 1 game suspension , team may not substitute.
326+ 2 game suspension , team may not substitute
Ramping/Semi Auto:
4 game suspensions with no substitutions
1. Any gun marked Semi Auto, shooting 15 BPS that is ramping,
2. Any marker ramping over 12 BPS as well as Semi shooting over 15 BPS
2 game suspension with no substitutions for Shooting 15 BPS Semi without marked gun.

ONE FOR ONE : Playing on (with obvious, not easily verifiable hit).
Faulty check out (with obvious, not easily verifiable hit)
Freight training, talking after eliminated, disobeying Ref,
If Flag is hung, players not previously called out by ref must check out
or receive 1 for 1.

TWO FOR ONE: Playing on (with obvious hit)
Faulty check out (with obvious hit)

THREE FOR ONE: Wiping
Continuing play (shooting, maneuvering ect.) with the intent to
Alter game after Ref has called player out.

SUSPENSION’S: Players will be suspended 1-6 games or expulsion ,
Determined by severity of offense for physical contact, verbal abuse,
Unsportsmanlike conduct, or outburst’s (verbal or throwing equip).

ELEMINATION OF LAST PLAYER: Any assessment of a 1 for 1 , 2 for 1, or 3 for 1 penalty where there are not enough live players left on the field will result in the opposing team being awarded the hang.

FORFITURE: In case of forfeiture , forfeiting team receives 0 points and the other team receives game point. If team drops out of an event after playing all games the team played will be stricken.

UNOBVIOUS = Hit in the pack
OBVIOUS (not easily verifiable) = not easily seen while wearing a mask by player or players teammate.
OBVIOUS: ALL OTHER HITS (front, back, leg, foot, marker, loader, arms, hands ect).

There are no time outs, but the new rotation format will give more time in all butt the most extreme circumstances, while at the same time increasing the progression speed of the tourney.
Also, I believe many players will opt for semi for two reasons.
1. If someone can roll the trigger, 15 BPS is a clear advantage to 12 BPS in shooting a lane as well as suppression.
2. It allows for players to hone their semi auto skills for the upcoming NPPL while not being at a total disadvantage by not capping them at 12.
However, this is just conjecture.

Couple things the pics do not cover.

1. The turf zones are very large, so the out of bounds will be a long way from the net lines. This means we will no longer have lots of paint in our running lanes since most paint will collect outside the play zones. However, the draw back is you wont have the net as a reference to your out of bounds line.
2. The pits are fully enclosed, and 21x18 feet in size. There will be table's in opposite corners to accommodate. Two teams. They will have Air to 3k and they have a chrono built into the side so you can chrono in every pit prior to taking the field. Also the pits as well as the staging are fully turfed. Fills over 4k will be available at the tourney check in desk.

Luso has just pointed out the clear division among players. I clearly come down on the side of ramping, although after numerous convos I see both sides rather well. I will sum the pros and cons.
Semi is the pure version of the sport, it takes more skill.
Many players who truly support semi are players who shoot fast obviously, also many are the players who get to play or practice nearly every weekend...such as Luso. Players who have time to play alot have a clear advantage in this format...and rightly so, they earn it.

On the other side of things is most of the players who fill out the majority of teams which fill up a tournament, be it local such as ours or national such as PSP or NPPL, only practice at best once a month and often bi-monthly. They look at paintball, and indeed.. paintball tournaments as a entertainment first and a sport second. They do not have the ability to practice every weekend even if they wanted to. Many of teams play D3 and below when a PSP comes to a town.
Lets be clear, these are the players and teams that flesh out a large quantity of many
tournaments and provide for the large prize packages we all enjoy.
These players prefer ramping.
Point of fact is the simple numbers...PSP World Cup 350 teams..NPPL..150

I think this new system is a great compromise, it allows all players to be competitive at least on the 1 level so more players play. While at the same time rewarding players who are purist and practice semi with an advantage in BPS.
This encourages the monthly warrior , as well as the purist to enter the event by giving them what they need to have a good time and the chance of a good event.
After thinking this through, both sides have good things and bad. But the Prof is in the numbers, and if the NPPL wants to reach the number of teams that the PSP generates, they will have to reach the players their format alienates.
I would really like them to succeed since they are coming to Denver. I would highly recommend they adopt some version of what we are doing this year maybe ramp to 10.5 and semi to 15, and keep pure semi to D2 or higher, I think they would generate 25-75 more teams per event and it would be good for everyone.
However this is all just a matter of opinion and it is just my take on it.